What is the add-on you want the most ?

  • combat animation scene

    Votes: 16 80.0%
  • fog of war

    Votes: 1 5.0%
  • experience gain system

    Votes: 2 10.0%
  • permanent death

    Votes: 1 5.0%

  • Total voters
    20
  • Poll closed .
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AHHHHH I FOUND OUT WHAT IT WAS
You probed my brain with the "Out of Range" thing, so I tested it and I literally couldn't select the ability because the enemy was out of range.
Thank you so much.
Yeah no problem
:3
 

Baldur

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Yeah, so now I just need to remember to add the tile range in the spell descriptions so players know what the range is themselves.

So, in this battle scenario test I have, I have a lich and the main character fight. When the Lich dies, it deletes the event for the Lich's character, but the MC event stays, just standing static. What's that about?
And, the MC event exists before the battle starts.
 
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Yeah, so now I just need to remember to add the tile range in the spell descriptions so players know what the range is themselves.

So, in this battle scenario test I have, I have a lich and the main character fight. When the Lich dies, it deletes the event for the Lich's character, but the MC event stays, just standing static. What's that about?
And, the MC event exists before the battle starts.
It's still there because the event is still active.
You gotta turn it off, for it to go away.
This is what you want to do.

When you place down your allies/enemies, make sure you all give them another empty page.
Tie that page to a Switch.
We will call this the "Battle Over" switch.

Then, go to the event that starts the battle.
Make sure you have it so the "Battle Over" switch will activate right after the battle is won.
Then all the events on the field will disappear.

Some pictures for ya:
https://i.imgtc.com/l5lwTK9.png
https://i.imgtc.com/FD89aFK.png

Hope this helps :3
 

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Thank you, that works perfectly :)

But I still have one issue, the Player event is there before the battle starts, as in, you can see a second character before the event itself starts. Could I just make the event transparent? Orrrr
 
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Thank you, that works perfectly :)

But I still have one issue, the Player event is there before the battle starts, as in, you can see a second character before the event itself starts. Could I just make the event transparent? Orrrr
Easy fix!

Simply make the event only active once a switch has turned on.
We will call this the "Battle Start" switch.

What you want to do is, when you are ready to initiate the battle, call for a "Fadeout".
Then turn the "Battle Start" switch on, then implement the "Fadein".

That's all you have to do.
So it'll look something like this:
https://i.imgtc.com/GLLhMdk.png
https://i.imgtc.com/D2JnrPQ.png
 

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Oh my God.

You are a fantastic person and I appreciate you 100%. I never would have figured any of this out on my own. Thank you SOOO much, I think that's all I need!

I'll remember you for when, or if, I finish this project :)
 
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Oh my God.

You are a fantastic person and I appreciate you 100%. I never would have figured any of this out on my own. Thank you SOOO much, I think that's all I need!

I'll remember you for when, or if, I finish this project :)
Awesome!
Glad you got everything working.
And yeah, I'll always be here, so if you need any other help, you know where to find me :3
 

Baldur

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Hmm... Okay, well let me pick your brain, then. I'm talking with a friend right now about making custom images and etc. How possible is it for me to attach an animation to a character? Say, green wisps floating off of them?
 
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Hmm... Okay, well let me pick your brain, then. I'm talking with a friend right now about making custom images and etc. How possible is it for me to attach an animation to a character? Say, green wisps floating off of them?
So...something like this?


Obviously you can make your own animations.
I just shrunk the one of the default animations and made it green to give you a more of
an idea of what it could look like.

If that is a yes, then it is very simple, although it has a number of downsides, so don't get your hopes up.

You want to do is create a "Parallel" event, and tell it to play the animation you want, onto the player.
It can only be the player character, or any events on the map which may or may not be an issue.

But you also want to have it "Wait" until it plays the animation again, unless the animation is super super short, or else it'll turn into a huge mess on the screen.

For this particular animation, I told it to wait 60 frames (1 Second) before playing it again.
Here is the image: https://i.imgtc.com/d1JZpnB.png
===
===

Sadly, this is not possible to do in battles using this method.

If you try to do that, the game will not let you do anything in battle.
So this method will only work for when the player is outside of battle, exploring sadly.
As far as I know, this is one of the only ways to have a real animation play over things repeatedly without using a script.

I tried looking it up, but I couldn't find any script that would suit your desires.
Unfortunately, even if there was a script to help you out with this, there is a very high chance it would
still be incompatible with this Tactical Battle script.
 

Baldur

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So...something like this?


Obviously you can make your own animations.
I just shrunk the one of the default animations and made it green to give you a more of
an idea of what it could look like.

If that is a yes, then it is very simple, although it has a number of downsides, so don't get your hopes up.

You want to do is create a "Parallel" event, and tell it to play the animation you want, onto the player.
It can only be the player character, or any events on the map which may or may not be an issue.

But you also want to have it "Wait" until it plays the animation again, unless the animation is super super short, or else it'll turn into a huge mess on the screen.

For this particular animation, I told it to wait 60 frames (1 Second) before playing it again.
Here is the image: https://i.imgtc.com/d1JZpnB.png
===
===

Sadly, this is not possible to do in battles using this method.

If you try to do that, the game will not let you do anything in battle.
So this method will only work for when the player is outside of battle, exploring sadly.
As far as I know, this is one of the only ways to have a real animation play over things repeatedly without using a script.

I tried looking it up, but I couldn't find any script that would suit your desires.
Unfortunately, even if there was a script to help you out with this, there is a very high chance it would
still be incompatible with this Tactical Battle script.



Thank you for the reply, I ended up creating a copy of the Monster set in my folder and using Paint.net to alter it.
This is what I came out with: https://gyazo.com/e96a0ce0a9e35b448656bf93d406aa96
I'm honestly really happy with it :)
 

Baldur

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Ugh... I seem to have made a mistake somewhere. Suddenly, in the Tactical Battle system, the cursor can't move anymore. I can only think of two things that I've done:
1, I updated the sprite of the ghost to make it into a lich with the green aura.
2, I put a bookcase inbetween the lich and the player character to test out barriers with the combat system and line of sight with spells.
 
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Ugh... I seem to have made a mistake somewhere. Suddenly, in the Tactical Battle system, the cursor can't move anymore. I can only think of two things that I've done:
1, I updated the sprite of the ghost to make it into a lich with the green aura.
2, I put a bookcase inbetween the lich and the player character to test out barriers with the combat system and line of sight with spells.
The lich with the green aura is an actual sprite right?
Like, you aren't playing any extra animations on it are you?
Because that will cause your problem.
Also, make sure the sprite image is PNG.

If those aren't the issues then there must have been something else you've done, since doing those things
wouldn't cause any issues...
Maybe try "CTRL + Z" on the keyboard to undo the last few things you did, and see if that fixes the problem.
 

Baldur

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The lich with the green aura is an actual sprite right?
Like, you aren't playing any extra animations on it are you?
Because that will cause your problem.
Also, make sure the sprite image is PNG.

If those aren't the issues then there must have been something else you've done, since doing those things
wouldn't cause any issues...
Maybe try "CTRL + Z" on the keyboard to undo the last few things you did, and see if that fixes the problem.

Yes, the lich is an actual sprite. Here's what I chalked up to make it: https://gyazo.com/a841bbec79fb81058a3a4cb841ce3544

The image is a PNG. I remember testing the sprite when I made it, in the actual battle system, and it worked fine then. I can't figure out why it wouldn't now. Maybe I could just start from scratch with it? The 'ol "Turn it off, turn it back on" trick.

Edit: My God. It *HAS* to be ran as Parallel, not player touch. That's frustrating, almost.

Edit 2: Alright, so. Has to be Parallel, it can't be Autorun, Player Touch, Action Button or Event Touch, otherwise the cursor will be unable to move. But if it's a Parallel event, then it autoruns anyway on that map, as far as I can tell. So if I want a, say, "When actor 1 is at x+24, y-14, startBattleTS", can I not do that? Have specific parameters for encounters instead of it just autorunning all the time?
 
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Yes, the lich is an actual sprite. Here's what I chalked up to make it: https://gyazo.com/a841bbec79fb81058a3a4cb841ce3544

The image is a PNG. I remember testing the sprite when I made it, in the actual battle system, and it worked fine then. I can't figure out why it wouldn't now. Maybe I could just start from scratch with it? The 'ol "Turn it off, turn it back on" trick.

Edit: My God. It *HAS* to be ran as Parallel, not player touch. That's frustrating, almost.

Edit 2: Alright, so. Has to be Parallel, it can't be Autorun, Player Touch, Action Button or Event Touch, otherwise the cursor will be unable to move. But if it's a Parallel event, then it autoruns anyway on that map, as far as I can tell. So if I want a, say, "When actor 1 is at x+24, y-14, startBattleTS", can I not do that? Have specific parameters for encounters instead of it just autorunning all the time?

Ah okay, I knew there was something else you changed.
I have a solution...maybe.

Simply make the event that initiates the battle only activate when a switch is activated.
Then, make it so that when the player steps on a specific tile, it will then turn that switch on, which will then initiate the battle.

You can have that tile be Player Touch.
And that way, the event that starts the battle can still be parallel.

https://i.imgtc.com/1wiwctK.png
https://i.imgtc.com/lxQ2Yf7.png

Does that help at all?
 

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Ah okay, I knew there was something else you changed.
I have a solution...maybe.

Simply make the event that initiates the battle only activate when a switch is activated.
Then, make it so that when the player steps on a specific tile, it will then turn that switch on, which will then initiate the battle.

You can have that tile be Player Touch.
And that way, the event that starts the battle can still be parallel.

https://i.imgtc.com/1wiwctK.png
https://i.imgtc.com/lxQ2Yf7.png

Does that help at all?

Yeah, that helps a ton, definitely. I've been playing with certain parameters, like, "When Lich faces down, initiates battle", but I can't seem to attach the Set Movement Route commands to the Lich event, so like
whatever lmao.

And after testing it, having the Event tile activate the battle when stepped on by the player works *perfectly*. I'm a ridiculous mix of relieved, ecstatic and absolutely exhausted for some reason. Hopefully, anyone that's new can come by this page and see all of this and have a much easier time :p A thousand thank yous to you, Empress.
 
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Yeah, that helps a ton, definitely. I've been playing with certain parameters, like, "When Lich faces down, initiates battle", but I can't seem to attach the Set Movement Route commands to the Lich event, so like
whatever lmao.

And after testing it, having the Event tile activate the battle when stepped on by the player works *perfectly*. I'm a ridiculous mix of relieved, ecstatic and absolutely exhausted for some reason. Hopefully, anyone that's new can come by this page and see all of this and have a much easier time :p A thousand thank yous to you, Empress.
You're welcome :>
I am so happy that everything is working out for you.

:3
 

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Hey guys weird question but I can't seem to have more then two skills in my battle menu... I have a Cleric that has three skills and it shows only the first two skills... Is anyone else having this problem..
 
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Hey guys weird question but I can't seem to have more then two skills in my battle menu... I have a Cleric that has three skills and it shows only the first two skills... Is anyone else having this problem..
It works perfectly fine on my end.

I don't believe your issue is in any way related to this script in particular.
Maybe there is an incompatibility error with this script and another one though.
 

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Hello I am new here and i am trying to use the aggro tag, however it is not working.
Could anyone help me?
 
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